* This lowering pass also handles varyings whose type is a struct or an array
* of struct. Structs are packed in order and with no gaps, so there may be a
* performance penalty due to structure elements being double-parked.
+ *
+ * Lowering of geometry shader inputs is slightly more complex, since geometry
+ * inputs are always arrays, so we need to lower arrays to arrays. For
+ * example, the following input:
+ *
+ * in struct Foo {
+ * float f;
+ * vec3 v;
+ * vec2 a[2];
+ * } arr[3]; // location=4, location_frac=0
+ *
+ * Would get lowered like this if it occurred in a fragment shader:
+ *
+ * struct Foo {
+ * float f;
+ * vec3 v;
+ * vec2 a[2];
+ * } arr[3];
+ * in vec4 packed4; // location=4, location_frac=0
+ * in vec4 packed5; // location=5, location_frac=0
+ * in vec4 packed6; // location=6, location_frac=0
+ * in vec4 packed7; // location=7, location_frac=0
+ * in vec4 packed8; // location=8, location_frac=0
+ * in vec4 packed9; // location=9, location_frac=0
+ *
+ * main()
+ * {
+ * arr[0].f = packed4.x;
+ * arr[0].v = packed4.yzw;
+ * arr[0].a[0] = packed5.xy;
+ * arr[0].a[1] = packed5.zw;
+ * arr[1].f = packed6.x;
+ * arr[1].v = packed6.yzw;
+ * arr[1].a[0] = packed7.xy;
+ * arr[1].a[1] = packed7.zw;
+ * arr[2].f = packed8.x;
+ * arr[2].v = packed8.yzw;
+ * arr[2].a[0] = packed9.xy;
+ * arr[2].a[1] = packed9.zw;
+ * ...
+ * }
+ *
+ * But it would get lowered like this if it occurred in a geometry shader:
+ *
+ * struct Foo {
+ * float f;
+ * vec3 v;
+ * vec2 a[2];
+ * } arr[3];
+ * in vec4 packed4[3]; // location=4, location_frac=0
+ * in vec4 packed5[3]; // location=5, location_frac=0
+ *
+ * main()
+ * {
+ * arr[0].f = packed4[0].x;
+ * arr[0].v = packed4[0].yzw;
+ * arr[0].a[0] = packed5[0].xy;
+ * arr[0].a[1] = packed5[0].zw;
+ * arr[1].f = packed4[1].x;
+ * arr[1].v = packed4[1].yzw;
+ * arr[1].a[0] = packed5[1].xy;
+ * arr[1].a[1] = packed5[1].zw;
+ * arr[2].f = packed4[2].x;
+ * arr[2].v = packed4[2].yzw;
+ * arr[2].a[0] = packed5[2].xy;
+ * arr[2].a[1] = packed5[2].zw;
+ * ...
+ * }
*/
#include "glsl_symbol_table.h"
lower_packed_varyings_visitor(void *mem_ctx, unsigned location_base,
unsigned locations_used,
ir_variable_mode mode,
+ unsigned gs_input_vertices,
exec_list *main_instructions);
void run(exec_list *instructions);
ir_assignment *bitwise_assign_pack(ir_rvalue *lhs, ir_rvalue *rhs);
ir_assignment *bitwise_assign_unpack(ir_rvalue *lhs, ir_rvalue *rhs);
unsigned lower_rvalue(ir_rvalue *rvalue, unsigned fine_location,
- ir_variable *unpacked_var, const char *name);
+ ir_variable *unpacked_var, const char *name,
+ bool gs_input_toplevel, unsigned vertex_index);
unsigned lower_arraylike(ir_rvalue *rvalue, unsigned array_size,
unsigned fine_location,
- ir_variable *unpacked_var, const char *name);
- ir_variable *get_packed_varying(unsigned location,
- ir_variable *unpacked_var,
- const char *name);
+ ir_variable *unpacked_var, const char *name,
+ bool gs_input_toplevel, unsigned vertex_index);
+ ir_dereference *get_packed_varying_deref(unsigned location,
+ ir_variable *unpacked_var,
+ const char *name,
+ unsigned vertex_index);
bool needs_lowering(ir_variable *var);
/**
*/
const ir_variable_mode mode;
+ /**
+ * If we are currently lowering geometry shader inputs, the number of input
+ * vertices the geometry shader accepts. Otherwise zero.
+ */
+ const unsigned gs_input_vertices;
+
/**
* List of instructions corresponding to the main() function. This is
* where we add instructions to pack or unpack the varyings.
lower_packed_varyings_visitor::lower_packed_varyings_visitor(
void *mem_ctx, unsigned location_base, unsigned locations_used,
- ir_variable_mode mode, exec_list *main_instructions)
+ ir_variable_mode mode, unsigned gs_input_vertices,
+ exec_list *main_instructions)
: mem_ctx(mem_ctx),
location_base(location_base),
locations_used(locations_used),
rzalloc_array_size(mem_ctx, sizeof(*packed_varyings),
locations_used)),
mode(mode),
+ gs_input_vertices(gs_input_vertices),
main_instructions(main_instructions)
{
}
/* Recursively pack or unpack it. */
this->lower_rvalue(deref, var->location * 4 + var->location_frac, var,
- var->name);
+ var->name, this->gs_input_vertices != 0, 0);
}
}
* in multiples of a float, rather than multiples of a vec4 as is used
* elsewhere in Mesa.
*
+ * \param gs_input_toplevel should be set to true if we are lowering geometry
+ * shader inputs, and we are currently lowering the whole input variable
+ * (i.e. we are lowering the array whose index selects the vertex).
+ *
+ * \param vertex_index: if we are lowering geometry shader inputs, and the
+ * level of the array that we are currently lowering is *not* the top level,
+ * then this indicates which vertex we are currently lowering. Otherwise it
+ * is ignored.
+ *
* \return the location where the next constituent vector (after this one)
* should be packed.
*/
lower_packed_varyings_visitor::lower_rvalue(ir_rvalue *rvalue,
unsigned fine_location,
ir_variable *unpacked_var,
- const char *name)
+ const char *name,
+ bool gs_input_toplevel,
+ unsigned vertex_index)
{
+ /* When gs_input_toplevel is set, we should be looking at a geometry shader
+ * input array.
+ */
+ assert(!gs_input_toplevel || rvalue->type->is_array());
+
if (rvalue->type->is_record()) {
for (unsigned i = 0; i < rvalue->type->length; i++) {
if (i != 0)
char *deref_name
= ralloc_asprintf(this->mem_ctx, "%s.%s", name, field_name);
fine_location = this->lower_rvalue(dereference_record, fine_location,
- unpacked_var, deref_name);
+ unpacked_var, deref_name, false,
+ vertex_index);
}
return fine_location;
} else if (rvalue->type->is_array()) {
* sequence.
*/
return this->lower_arraylike(rvalue, rvalue->type->array_size(),
- fine_location, unpacked_var, name);
+ fine_location, unpacked_var, name,
+ gs_input_toplevel, vertex_index);
} else if (rvalue->type->is_matrix()) {
/* Matrices are packed/unpacked by considering each column vector in
* sequence.
*/
return this->lower_arraylike(rvalue, rvalue->type->matrix_columns,
- fine_location, unpacked_var, name);
+ fine_location, unpacked_var, name,
+ false, vertex_index);
} else if (rvalue->type->vector_elements + fine_location % 4 > 4) {
/* This vector is going to be "double parked" across two varying slots,
* so handle it as two separate assignments.
char *right_name
= ralloc_asprintf(this->mem_ctx, "%s.%s", name, right_swizzle_name);
fine_location = this->lower_rvalue(left_swizzle, fine_location,
- unpacked_var, left_name);
+ unpacked_var, left_name, false,
+ vertex_index);
return this->lower_rvalue(right_swizzle, fine_location, unpacked_var,
- right_name);
+ right_name, false, vertex_index);
} else {
/* No special handling is necessary; pack the rvalue into the
* varying.
unsigned location_frac = fine_location % 4;
for (unsigned i = 0; i < components; ++i)
swizzle_values[i] = i + location_frac;
- ir_dereference_variable *packed_deref = new(this->mem_ctx)
- ir_dereference_variable(this->get_packed_varying(location,
- unpacked_var, name));
+ ir_dereference *packed_deref =
+ this->get_packed_varying_deref(location, unpacked_var, name,
+ vertex_index);
ir_swizzle *swizzle = new(this->mem_ctx)
ir_swizzle(packed_deref, swizzle_values, components);
if (this->mode == ir_var_shader_out) {
* constituent elements, accessing each one using an ir_dereference_array.
* This takes care of both arrays and matrices, since ir_dereference_array
* treats a matrix like an array of its column vectors.
+ *
+ * \param gs_input_toplevel should be set to true if we are lowering geometry
+ * shader inputs, and we are currently lowering the whole input variable
+ * (i.e. we are lowering the array whose index selects the vertex).
+ *
+ * \param vertex_index: if we are lowering geometry shader inputs, and the
+ * level of the array that we are currently lowering is *not* the top level,
+ * then this indicates which vertex we are currently lowering. Otherwise it
+ * is ignored.
*/
unsigned
lower_packed_varyings_visitor::lower_arraylike(ir_rvalue *rvalue,
unsigned array_size,
unsigned fine_location,
ir_variable *unpacked_var,
- const char *name)
+ const char *name,
+ bool gs_input_toplevel,
+ unsigned vertex_index)
{
for (unsigned i = 0; i < array_size; i++) {
if (i != 0)
ir_dereference_array(rvalue, constant);
char *subscripted_name
= ralloc_asprintf(this->mem_ctx, "%s[%d]", name, i);
- fine_location = this->lower_rvalue(dereference_array, fine_location,
- unpacked_var, subscripted_name);
+ if (gs_input_toplevel) {
+ /* Geometry shader inputs are a special case. Instead of storing
+ * each element of the array at a different location, all elements
+ * are at the same location, but with a different vertex index.
+ */
+ (void) this->lower_rvalue(dereference_array, fine_location,
+ unpacked_var, subscripted_name,
+ false, i);
+ } else {
+ fine_location =
+ this->lower_rvalue(dereference_array, fine_location,
+ unpacked_var, subscripted_name,
+ false, vertex_index);
+ }
}
return fine_location;
}
* The newly created varying inherits its interpolation parameters from \c
* unpacked_var. Its base type is ivec4 if we are lowering a flat varying,
* vec4 otherwise.
+ *
+ * \param vertex_index: if we are lowering geometry shader inputs, then this
+ * indicates which vertex we are currently lowering. Otherwise it is ignored.
*/
-ir_variable *
-lower_packed_varyings_visitor::get_packed_varying(unsigned location,
- ir_variable *unpacked_var,
- const char *name)
+ir_dereference *
+lower_packed_varyings_visitor::get_packed_varying_deref(
+ unsigned location, ir_variable *unpacked_var, const char *name,
+ unsigned vertex_index)
{
unsigned slot = location - this->location_base;
assert(slot < locations_used);
packed_type = glsl_type::ivec4_type;
else
packed_type = glsl_type::vec4_type;
+ if (this->gs_input_vertices != 0) {
+ packed_type =
+ glsl_type::get_array_instance(packed_type,
+ this->gs_input_vertices);
+ }
ir_variable *packed_var = new(this->mem_ctx)
ir_variable(packed_type, packed_name, this->mode);
+ if (this->gs_input_vertices != 0) {
+ /* Prevent update_array_sizes() from messing with the size of the
+ * array.
+ */
+ packed_var->max_array_access = this->gs_input_vertices - 1;
+ }
packed_var->centroid = unpacked_var->centroid;
packed_var->interpolation = unpacked_var->interpolation;
packed_var->location = location;
unpacked_var->insert_before(packed_var);
this->packed_varyings[slot] = packed_var;
} else {
- ralloc_asprintf_append((char **) &this->packed_varyings[slot]->name,
- ",%s", name);
+ /* For geometry shader inputs, only update the packed variable name the
+ * first time we visit each component.
+ */
+ if (this->gs_input_vertices == 0 || vertex_index == 0) {
+ ralloc_asprintf_append((char **) &this->packed_varyings[slot]->name,
+ ",%s", name);
+ }
}
- return this->packed_varyings[slot];
+
+ ir_dereference *deref = new(this->mem_ctx)
+ ir_dereference_variable(this->packed_varyings[slot]);
+ if (this->gs_input_vertices != 0) {
+ /* When lowering GS inputs, the packed variable is an array, so we need
+ * to dereference it using vertex_index.
+ */
+ ir_constant *constant = new(this->mem_ctx) ir_constant(vertex_index);
+ deref = new(this->mem_ctx) ir_dereference_array(deref, constant);
+ }
+ return deref;
}
bool
{
/* Things composed of vec4's don't need lowering. Everything else does. */
const glsl_type *type = var->type;
+ if (this->gs_input_vertices != 0) {
+ assert(type->is_array());
+ type = type->element_type();
+ }
if (type->is_array())
type = type->fields.array;
if (type->vector_elements == 4)
void
lower_packed_varyings(void *mem_ctx, unsigned location_base,
unsigned locations_used, ir_variable_mode mode,
- gl_shader *shader)
+ unsigned gs_input_vertices, gl_shader *shader)
{
exec_list *instructions = shader->ir;
ir_function *main_func = shader->symbols->get_function("main");
exec_list *main_instructions = &main_func_sig->body;
lower_packed_varyings_visitor visitor(mem_ctx, location_base,
locations_used, mode,
- main_instructions);
+ gs_input_vertices, main_instructions);
visitor.run(instructions);
}